#version 330 core
precision highp float;

layout (location = 0) out vec4 color;                          
                                                               
uniform sampler2D tex_star;                                    
flat in vec4 starColor;                                        
                                                               
void main(void)                                                
{                                                              
    color = starColor * texture(tex_star,gl_PointCoord);
}                                                              
